Merge pull request #397 from carla-simulator/issue#396
Changes in CarlaSettingsDelegate so it wont apply max distance culling to foliage in Low mode
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commit
6458981ffe
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@ -37,7 +37,9 @@ public class Carla : ModuleRules
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"Engine",
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"PhysXVehicles",
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"Slate",
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"SlateCore"
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"SlateCore",
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"Landscape",
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"Foliage"
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// ... add private dependencies that you statically link with here ...
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}
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);
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@ -9,8 +9,9 @@
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#include "Engine/DirectionalLight.h"
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#include "Engine/StaticMesh.h"
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#include "Engine/PostProcessVolume.h"
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#include "UObjectIterator.h"
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#include "Async.h"
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#include "Landscape.h"
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#include "InstancedFoliageActor.h"
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///quality settings configuration between runs
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EQualitySettingsLevel UCarlaSettingsDelegate::AppliedLowPostResetQualitySettingsLevel = EQualitySettingsLevel::Epic;
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@ -35,6 +36,8 @@ void UCarlaSettingsDelegate::OnActorSpawned(AActor* InActor)
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{
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check(CarlaSettings!=nullptr);
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if (InActor != nullptr && IsValid(InActor) && !InActor->IsPendingKill() &&
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!InActor->IsA<AInstancedFoliageActor>() && //foliage culling is controlled per instance
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!InActor->IsA<ALandscape>() && //dont touch landscapes nor roads
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!InActor->ActorHasTag(UCarlaSettings::CARLA_ROAD_TAG) &&
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!InActor->ActorHasTag(UCarlaSettings::CARLA_SKY_TAG)
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){
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@ -63,7 +66,7 @@ void UCarlaSettingsDelegate::ApplyQualitySettingsLevelPostRestart()
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CheckCarlaSettings(nullptr);
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UWorld *InWorld = CarlaSettings->GetWorld();
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EQualitySettingsLevel QualitySettingsLevel = CarlaSettings->GetQualitySettingsLevel();
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const EQualitySettingsLevel QualitySettingsLevel = CarlaSettings->GetQualitySettingsLevel();
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if(AppliedLowPostResetQualitySettingsLevel==QualitySettingsLevel) return;
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switch(QualitySettingsLevel)
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@ -190,8 +193,9 @@ void UCarlaSettingsDelegate::SetAllRoads(UWorld* world, const float max_draw_dis
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for(int32 i=0; i<actors.Num(); i++)
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{
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if(!IsValid(actors[i]) || actors[i]->IsPendingKillPending()) continue;
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TArray<UActorComponent*> components = actors[i]->GetComponentsByClass(UStaticMeshComponent::StaticClass());
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AActor* actor = actors[i];
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if(!IsValid(actor) || actor->IsPendingKill()) continue;
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TArray<UActorComponent*> components = actor->GetComponentsByClass(UStaticMeshComponent::StaticClass());
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for(int32 j=0; j<components.Num(); j++)
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{
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UStaticMeshComponent* staticmeshcomponent = Cast<UStaticMeshComponent>(components[j]);
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@ -257,13 +261,16 @@ void UCarlaSettingsDelegate::SetAllActorsDrawDistance(UWorld* world, const float
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UGameplayStatics::GetAllActorsOfClass(world, AActor::StaticClass(),actors);
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for(int32 i=0; i<actors.Num(); i++)
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{
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if(!IsValid(actors[i]) || actors[i]->IsPendingKillPending() ||
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actors[i]->ActorHasTag(UCarlaSettings::CARLA_ROAD_TAG) ||
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actors[i]->ActorHasTag(UCarlaSettings::CARLA_SKY_TAG)
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AActor* actor = actors[i];
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if(!IsValid(actor) || actor->IsPendingKill() ||
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actor->IsA<AInstancedFoliageActor>() || //foliage culling is controlled per instance
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actor->IsA<ALandscape>() || //dont touch landscapes nor roads
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actor->ActorHasTag(UCarlaSettings::CARLA_ROAD_TAG) ||
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actor->ActorHasTag(UCarlaSettings::CARLA_SKY_TAG)
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){
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continue;
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}
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SetActorComponentsDrawDistance(actors[i], max_draw_distance);
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SetActorComponentsDrawDistance(actor, max_draw_distance);
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}
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});
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}
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@ -275,8 +282,9 @@ void UCarlaSettingsDelegate::SetPostProcessEffectsEnabled(UWorld* world, const b
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UGameplayStatics::GetAllActorsOfClass(world, APostProcessVolume::StaticClass(), actors);
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for(int32 i=0; i<actors.Num(); i++)
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{
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if(!IsValid(actors[i]) || actors[i]->IsPendingKillPending()) continue;
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APostProcessVolume* postprocessvolume = Cast<APostProcessVolume>(actors[i]);
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AActor* actor = actors[i];
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if(!IsValid(actor) || actor->IsPendingKill()) continue;
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APostProcessVolume* postprocessvolume = Cast<APostProcessVolume>(actor);
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if(postprocessvolume)
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{
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postprocessvolume->bEnabled = enabled;
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@ -334,7 +342,7 @@ void UCarlaSettingsDelegate::SetAllLights(UWorld* world, const float max_distanc
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UGameplayStatics::GetAllActorsOfClass(world, ALight::StaticClass(), actors);
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for(int32 i=0;i<actors.Num();i++)
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{
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if(!IsValid(actors[i]) || actors[i]->IsPendingKillPending()) continue;
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if(!IsValid(actors[i]) || actors[i]->IsPendingKill()) continue;
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//tweak directional lights
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ADirectionalLight* directionallight = Cast<ADirectionalLight>(actors[i]);
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if(directionallight)
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